Star Wars Imperial Power Campaign Home How To Join Our Heroes House Rules New Items -Previous New Items Character Data Galaxy Info Creatures Bounties Antagonists Psycho Syte Links Site Updates Archives
Kody Sarin

Brash Young Pilot

Player #11

Original Stats | Current Stats | Force Data | Equipment

Background: Ki Drayson was conceived fifty four years before the Clone Wars by his parents Jedi Knight Valin Drayson and Jedi Knight Sylvn Drayson. On the planet of Corellia at the family estate, this was the birth place of several Jedi and non Jedi family members throughout the years. Like all family members before him who showed promise in using the force, he was taught in a few ways of the Jedi Order until their day of coming of age when they were asked if they wanted to join the Jedi order or not. If they did wish to join the order then they were sent to the Jedi Temple on Coruscant. If not, they were taught at home on certain subjects then sent to any school across the galaxy of their choice once fourteen. But under an anagram of their true name so that they may remain safe until they could handle their own.

Ki didn't want to become a Jedi at all even though it was important for him to follow in the footsteps of his family and those in his family before him to become part of the heritage of being a Corellian Jedi. His Uncle Jedi Master Quintan Drayson even came back to the family estate to talk with Ki about his decision on not joining the order but with no success. For Ki told him "I must find my own path. If I don't then I'm selling myself short." So with that being said he went to the Mrlsst Academy in the Tapani Sector under the name of Kody Sarin.

Life on Mrlsst was a complete one eighty on what he was use to on Corellia. Instead of living in normal buildings one found on Corellia one lived in structures built into the green stalked plants that could be found as far as one could see; giving a feeling of being one with nature almost at all time. Within his first year Kody learned several new languages, about different cultures, and many other subjects. But that all changed when his Uncle Quintan came to Mrlsst to inform him that his Mother and Father were murdered by some unknown party. The news of hearing that his parents were murdered hit him like a herd of bantha. He asked his Uncle if anyone was investigating their deaths, but Quintan's answer was no.

However, even in the darkest hour of Kody's life Quintan asked him again if he would join the Jedi Order. But Kody said nothing in return for a few minutes save for an icy stare that seemed to pierce right through Quintan's skull. Then "What do you think! Uncle! Huhhhh." Kody said while clenching his fist "And don't say control my emotions for it will lead me down the dark path if I don't. Thanks for telling me about my parents' deaths, but just get the frill out of here will you." He yelled as he punched his Uncle in the face who didn't even try to block Kody's blow. Without anger in his voice Quintan responded "As you wish Ki. I understand and if you wish to talk to me you know how to contact me," then he walked away.

Several days passed, and as each went by Kody's mood just got darker and darker until he got the brash idea of finding his parents' murderer or murderers himself. So, using what knowledge his father taught him on the construction of lightsabre and giving him just enough understanding to make him a little dangerous. He constructed himself a lightsabre; actually a lightfoil. Sure, it wasn't as strong as a lightsabre, but it was just as deadly. With the teachings his Mother and Father it made him even more so. Over the next year he followed the trail of his parents finding out leads here and there until he found what he was looking for. It was a minor crime boss by the name of Bruth Mak using the planet Ziost as his base of operations.

Kody Sarin headed to Ziost with darkness in his soul to kill the one who murdered his parents. However, all was not as it seamed as he broke into Mak's wretched hive of villainy, but alas, it was all an elaborate trap.

"Well, well, well… what do we have here? Kody Sarin, or should I wager a member of the Drayson clan" a figure in the shadows spoke, then laughed malignantly as several figures came out of the shadows, some brandishing blasters while others ignited their crimson lightsabres.

"Bruth, come out!!" Kody bellowed as he ignited his lightfoil.

"Ahhhh you crafted your own sabre then. Let's see what you can do… get him my minions" the figure ordered causing his followers with sabres to rush at Kody while the others took aim.

Over the next few minutes a bloody battle ensued with Kody outnumbered ten to one. But the lessons his parents taught him kept him on course as he killed one after another of Bruth's minions making him fall deeper into the sweet nectar of darkness. As he fought he could feel his body surge with dark energy that consumed him from every direction until at last, he and Bruth Mak remained, the sole figure he still hadn't seen as yet.

"You've done well Kody. I sense you have danced further into the sweet allure of darkness as well of ridding me of the rest of the worthless souls that survived the murder of your parents." Bruth finished with an evil laugh while a crimson blade ignited showing instead a human female with snow white hair.

"You're not Bruth!! Where is he?" Kody yelled as he strode forward towards his intended target. As he did she pulled something from around her throat.

"Is that better child?" She howled in a now all too clear feminine tone. "You'll make an excellent Sith apprentice if you survive this." She cast off her cloak revealing her well toned, supple form clad in a crimson bodysuit.

"Never!!" Kody yelled as he rushed forward striking at the women with his lightfoil. But alas, she blocked his blows with ease. Over the next few minutes she played with him like a hunter and her prey, until, with one final blow, she sheared his lightfoil in two slamming Kody to the ground, lightsabre mere millimeters from his throat.

"You can either serve me or die!! Which is it?" She asked as her eyes narrowed and an evil grin crept across her face.

"I take death." Kody stated without a second thought.

"So be it!" she said, frustration in her voice. That was the last thing Kody remembered along with sudden searing pain and inky darkness.

*  *  *

Elsewhere a lone figure sat in a meditative state searching for his lost nephew through the ebbs of the force. But what he found was the boy he once thought he knew being consumed and using the bitter sweet darkness of the force. He tried to call out to the boy through the force but the darkness shielded him from his efforts. Every moment the boy killed a being it seemed to move in slow motion ever causing more pain to him as he watched helplessly till his nephew suddenly disappeared from the force causing the figure to jolt out of his state. Even though a Jedi must control his emotions a tear started to shed as he spoke to himself "I failed you Ki.... I will make it right.... I will make it right."

*  *  *

Years later, but what seemed like mere moments to Kody, an icy cold feeling raced across his body followed by what felt like a warm summer day on Corellia.

"That's it… take a breath… slowly now. You've just been released from your carbonite prison" a being, female by the sound of it, said to Kody as his deep breath tore at his lungs.

"What? Where am I?" Kody asked as he slowly opened his eyes, which gave him no relief - complete darkness. "Why can't I see? Why does it hurt to breath?"

"You were found frozen in carbonite on a freighter that crashed into the Roche Asteroid Field due to a faulty hyperdrive. The miners that found you brought you here so that we could give you medical attention here on New Holstice" the being, clearly female, recanted. "First off, what's your name?"

"Kody Sarin" he stated. Over the next several days he had his eyesight restored through cybernetic replacement as his real eyes never recovered from the carbonite freeze - it was just too long.

For fifty four years he had been out of touch with the rest of the galaxy and much had changed. The Jedi Order was no more, the Republic was now the Galactic Empire and he had a strange feeling that there was someone out there he needed to find.

He knew what had to be done: find out about his past, his future and that strange someone. But before he left New Holstice for parts unknown he added three new names of the fallen Jedi on the wings of memory moths: Valin Drayson, Sylvn Drayson and that of his Uncle, Quintan Drayson into the memorial.

A year of searching brought him to an area of space that, he hoped, promised to shed some light on the mysterious 'someone' he felt all those years before back on Holstice.

As he traveled to the new area he managed to run into a large group of organized slavers. He fought well to escape, but was captured anyway. He remained in the hold of the slavers' ship until they reached another planet. Once there he was sold with all the others aboard to a large black ship he had never seen before. The ship's captain and first mate conducted that exchange and off they went again.

During the long hyperspace journey the captain and first mate released everyone and told them that they were here to recruit all beings for an important benefactor. Kody, along with the rest of the slaves were given freedom on a safe planet or the option to join the group. As an incentive, the slave collars were removed.

During the encounter the First Mate kept looking at Kody as if she knew him somehow. This was confirmed when she started giving out Imperial credits to those that did not join - there were not many - and then came to Kody. "Somehow, I know you. The name you gave is not the one I know you by and you look a bit different. Must be the hair."

~ This has to be my first real lead on the stranger I felt those many years ago. I'll let her do the talking and see where it leads. ~ Kody sat up and looked at the female, smiled slightly, and said, "Really now? Where and when was this?"

Physical Description: Kody wears a midnight blue reinforced bodyglove that contours his well toned frame. His dishwater brown hair is at shoulder length with a midnight blue bandana holding it back making him look like a pirate. He also wears black leather riding boots, black fingerless gloves and a brown leather duster.

Personality: Kody is somewhat of a loner and tends to take care of things himself. A proven point in his past several times over. However he does know there are points in ones life that one must garner the knowledge, help and friendship of others to get things done.

Objective: To trek through the universe searching for his past, future and the other Ki Drayson(s).

Quotes: "I'm Corellian!" "We are Anla'Shok. We walk in the dark places, no others will enter. We stand on the bridge, and no-one may pass. We live for the One, we die for the One."

Template: Brash Young Pilot
Prestige Classes: Jedi Counselor: L3 /Jedi Watchman: L3 /Professional Gambler: L3
Character Name: Ki Drayson
Alias: Kody Sarin
Gender: Male
Species: Human
Age: 16 (before carbonite), 73 (current, looks 19)
DOB: 158.3.13
Eyes: Jade Green
Hair: Dishwater Brown
Height: 1.82 m
Weight: 86 kg
Force Sensitive: Yes
Force Points: 8
Dark Side Points: 0
Character Points: 9
Extra Character Points: 0
Cyber Points: 0
Move: 11
ATA: 81%

DEXTERITY 3D+2: Acrobatics 7D+2, blaster 7D+2, (s) blaster: ppg 8D+1, blind fighting 7D+2, contortion 7D+2, [T] dodge 11D, grenade 4D, [T] lightsaber 8D+2,

[T] (s) lighsaber: form 0 (M): 9D,
[T] (s) lightsaber: form 1 (M): 9D,
[T] (s) lightsaber: form 2 (I): 9D,
[T] (s) lightsaber: form 3 (M): 10D+2,


(As) martial arts: denn'na 3D, (As) martial arts: classic echani 2D, (As) martial arts: hapan 2D, (As) martial arts: jensaarai rek'dul 5D, (As) martial arts: keldaeris 4D, (As) martial arts: k'tara 4D, melee combat 7D+2, (s) melee combat: denn'bok 9D+2, missile weapons 4D, pick pocket 7D+2, running 7D+2, thrown weapons 7D+2
PERCEPTION 3D+2: Bargain 7D+2, command 7D+2, con 7D+2, forgery 7D+2, gambling 8D+2, hide 7D+2, investigation 7D+2, persuasion 4D+2, search 7D+2, sneak 7D+2
STRENGTH 3D+2: Brawling combat 7D+2, climbing/jumping 7D+2, lifting 7D+2, stamina 7D+2, swimming 7D+2
KNOWLEDGE 3D+2: Agriculture 4D, (A) alien biology 2D, alien species 7D+2, bureaucracy 7D+2, business 4D, culinary arts 5D, cultures 7D+2, earth science 4D, ecology 4D, history 5D+2, humanoid biology 5D, intimidation 7D+2, languages 8D+1, law enforcement 7D+2, planetary systems 7D+2, scholar 7D, (s) scholar: jedi lore 7D+2, (s) scholar: sith lore 7D+2, streetwise 8D+1, survival 7D+2, tactics 7D+2, (s) tactics: capital ships 8D+1, (s) tactics: starfighters 8D+1, (s) tactics: planetary defense 8D+1, technology 7D+2, *(As) technology: federation 1D, *(As) technology: gravimetric 1D, *(As) technology: organic 1D, value 3D+1, willpower 7D+2
MECHANICAL 3D+2: Astrogation 7D+2, beast riding 4D, capital ship gunnery 7D+2, capital ship piloting 7D+2, capital ship shields 7D+2, communications 7D+2, computer ops 7D+2, hover vehicle ops 7D+2; nautical craft piloting 7D+2, repulsorlift ops 7D+2, sensors 7D+2, space transports 7D+2, starfighter piloting 7D+2, (s) starfighter piloting: jedi starfighter 8D+2, (s) starfighter piloting: grey heavy 9D+1, (s) starfighter piloting: mynock class 9D+1, (s) starfighter piloting: tràkata class 9D+1, (s) starfighter piloting: vornskyr class 9D+1, starship gunnery 7D+2, starship shields 7D+2, swoop ops 7D+2, transporter ops 7D+2, vehicle blasters 7D+2, zero-g ops 4D
TECHNICAL 3D+2: Armor repair 4D+2, blaster repair 4D, capital ship repair 7D+2, capital ship weapon repair 7D+2, communication repair 4D, computer program/repair 4D+2, demolition 4D, droid programming 7D+2, droid repair 7D+2, encryption 7D+2, first aid 9D+1, lightsabre repair 4D+2, (A) medicine 6D+1, repulsorlift repair 7D+2, security 7D+2, sensor repair 4D, space transport repair 7D+2, starfighter repair 7D+2, starship weapon repair 7D+2, transporter repair 7D+2

* Annotates knowledge known only from the data stored in an organic chip inside Kody's brain (special rules apply). Starts at 1D, max of 3D.

Anla'Shok Rank: A-2
Anla'Shok Title: Anla'Shok
Class Status: Top of Class

Anla'Shok Schools:
Total Training Time: 70 weeks
  1. Anla'Shok Basic Training: 70 weeks
Talents:
  • Dodge
  • Lightsaber
  • Sense

Force Skills:

Control: 7D+2 (12D)
[T] Sense: 8D (12D+1)
Alter:
7D+1 (12D)

Force Powers:

Control: Absorb/Dissipate Energy, Accelerate Healing, Breath Control, Calm, Combat Trance, Concentration, Contort/Escape, Control Disease, Control Pain, Detoxify Poison, Emptiness, Enhance Attribute, Enhance Skill, Enhance Speed, Force Speed, Hibernation Trance, Jedi Discipline, Knight Speed, Remain Conscious, Remove Fatigue, Resist Stun
Sense: Beast Languages, Beast Soother, Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Disturbance, Sense Force, Sense Path, Sense Surroundings, Time Sense, Translation, Truth Sense
Alter: Force Jump, Knight Jump, Force Push, Knight Push, Telekinesis
Control & Sense: Beast Link, Farseeing, Lightsabre Combat, Projective Telepathy, Unarmed Combat
Control & Alter: Accelerate Another's Healing, Control Another's Pain, Detoxify Poison in Another, Induce Tranquility, Remove Another's Fatigue, Return Another to Consciousness, Transfer Force
Sense & Alter: Dim Other's Senses, Sense Weight, Sensory Overload
Control, Sense & Alter: Affect Mind


Advantage:

Patron: You have a powerful patron who gives you missions and gifts you with resources in return; the Isil-zha.

Disadvantage:

Secret: The character has a secret they want kept; will do almost anything to keep it (everything concerning the Isil-zha).

Martial Arts Maneuvers:

Back Flip, Disarm, Double Sweep, Falling Roll, Force Punch, Foot Sweep, Hilt Blow, Instant Stand, Instant Stun, Instant Wound, Multiple Kicks, Reversal Elbow, Weapon Block

Special Skills:

Eidetic Memory: Kody has a photographic memory and can remember 90% of anything he sees.

Lighsaber Styles and Bonuses:

Form Zero: Master Level:
Benefits: +1D to all Attack and Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D to Dodge. May deflect shots (+0D), but may not redirect blaster shots. And may use the following skills as free actions during combat: Bargain, Con, Persuasion, Intimidation, Affect Emotions (if has), Affect Mind (if has).
Form 1: Master Level:
Benefits: +3D only to all Attack and Defense skills in Melee Combat, Lightsaber or Brawling Combat and +2D to Dodge. May deflect shots (+0D), but may not redirect blaster shots.
Form 2: Intermediate Level:
Benefits: +3D to all Attack and Defense skills (including all rolls to disarm and avoid being disarmed) in Melee Combat, Lightsaber [if the opponent is using Form V, then the bonus is reduced to -1D] and +1D+1 to Dodge. May deflect blaster shots (at a -2D penalty), but may not redirect them.
Form 3: Master Level:
Benefits: +5D to all Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D+2 to Dodge. May deflect and redirect blaster shots with a +3D bonus.

Jedi Counselor

Class Special Abilities:
PrC Level / Special Ability
1 / Leadership, Skill Bonus
2 / Increase Lightsaber Damage +1D, Skill Bonus
3 / Inspire Hope, Skill Bonus

1. Leadership: When using his Command skill to combine the actions of his subordinates (for more information, see the Star Wars Role playing Game, 2nd Edition - Revised and Expanded, pages 82-83), the Jedi Counselor's combined action bonus is doubled to +2D per every three characters combining, instead of +1D.
2. Increase Lightsaber Damage: A Jedi Counselor's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Counselor's lightsaber damage increases by +1D6. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
1-3. Skill Bonus: The Jedi Counselor gains a +1D skill bonus to any one of the following skills: Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, First Aid, (A) Medicine, Technology and Willpower. This skill bonus is permanent.
3. Inspire Hope: At 3rd level, a Jedi Counselor's reputation reaches such a point that anyone following him or his advice gains a bonus of +2D. Further those wishing to take direct action against him are subject to a skill penalty. This penalty is equal to the same as the bonus. This bonus or penalty affects all skill and attribute rolls (including attack rolls) made against the Jedi Counselor by other characters.

Jedi Watchman

Class Special Abilities:
PrC Level / Special Ability
1 / Danger Sense, Skill Bonus
2 / Increase Lightsaber Damage +1D, Skill Bonus
3 / Force Camouflage, Skill Bonus

1. Danger Sense: The Jedi watchman gains an insight bonus on checks to avoid being surprised; this is in addition to his Sense skills and normal perception checks. This bonus is equal to the Jedi watchman's class level.
1-3. Skill Bonus: The Jedi Watchman gains a +1D skill bonus to any one of the following skills: Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
2. Increase Lightsaber Damage: A Jedi Watchman's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Watchman's lightsaber damage increases by +1D. At 4th level it increases to +2D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
3. Force Camouflage: At 3rd level, the Jedi watchman learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings. While Force camouflage is activated, the Jedi watchman gains a +10 Force bonus on Hide checks. If a character succeeds in his Spot check against the Jedi watchman's Hide check, the spotter detects the Jedi watchman and can target him normally. However, any attack directed at the camouflaged Jedi watchman has a 20% chance to miss due to concealment. A Jedi watchman can't maintain Force camouflage while using other Force skills or engaging in distracting activity.

Professional Gambler

Class Special Abilities:
PrC Level / Special Ability
1 / Exceptional Resources
2 / Inspire Doubt -1D
3 / Skill Bonus

1. Exceptional Resources: A Professional Gambler has access to a multitude of resources (from all of his winnings). Once per day, the Professional Gambler can make a Knowledge check to use these resources. The value of the resources gained equal the Professional Gambler's level x the total of his Knowledge rolls x 1,000. Thus, a 4th level Professional Gambler who rolls an 11 on his Knowledge check would gain 44,000 credits' worth of resources (4 x 11 x 1,000 = 44,000). These resources can take any form the Professional Gambler chooses (with the GM's permission) and are his to do with as he wishes. The resources gained arrive \ within 1D hours.
2. Inspire Doubt: Starting at 2nd level, a Professional Gambler's reputation reaches such a point that anyone wishing to gamble directly against him or even call his bluff, is subject to a skill penalty. This penalty is equal to -1D at 2nd level, -2D at 4th level and -3D at 8th level. This penalty affects all skill and attribute rolls (and can include attack rolls) made against the Professional Gambler by other characters.
3. Skill Bonus: At 3rd, 5th, 7th, and 9th levels, the Professional Gambler gains a +1D skill bonus to any one of the following skills: Pick Pocket, Running, Bargain, Con, Forgery, Gambling, Persuasion, Intimidation, Cultures, Alien Species, Communications, Computer Operations, Computer Programming/Repair, Droid Programming, Encryption, Languages, Search, Security, Sensors, Streetwise, Value, Technology, (A) Magician, and Willpower. This skill bonus is permanent.

Credits:
Republic: 1000
Imperial: 125,400
Alliance: 0

Equipment:

  1. Lightsaber: (see below)
  2. Zentarian CXR-15 Combat Armor: (see below)
  3. Modified Blaster: (see below)
  4. PPG Pistol
  5. Dc-17s: x3
  6. Combat Knife
  7. Draymak Fast 3a Slug Thrower: with 4 clips of ammo
  8. Grenades:
    -Heavy Smoke x 6
    -Concussion x 4
    -Glop x6
    -Zentarian Stickies x 6
  9. DC-17m:
    -Standard Blaster Attachment
    -Sniper Rifle Attachment
    -Anti-Armor Attachment x2
    -Grenade Launcher Attachment
    -Net Launcher Attachment
    -Droid Disabler Attachment
    -Power clips x 20
  10. Portable Clip Recharger
  11. Concealable Custom Leather Shoulder Holster: Designed for Quick-Draw
  12. Repulsor Pack
  13. Denn'Bok: collapsible staff weapon, with smart grip installed (see below)
  14. Anla'Shok Uniform: Equipped with an armor weave underlay that reduces 20% of all energy damage.
  15. Anla'Shok Pin/Badge: looks like an emblem or pin, with smart device system incorporated
  16. Reinforced Midnight Blue Bodyglove: Protection: +1D/+2
  17. Hand-Top Communicator/Computer Interface: A square shaped device with small controls on the top of their hand, secured with an organic adhesive compound; smart device system incorporated.
  18. Old Holo's of his family
  19. Hooded Cloak
  20. Jedi Garb/Uniform
  21. Jedi Utility Belt
  22. Customized Medical Pack: Anti-shock blanket, BioTech RFX/K Medical Sensor Supplemet, Cryoncorp Mediscan x21, Genetech G-5 Bacta Geltab x20, Filtration Mask, Heat Closure Packs, Medicines, Medicine Dispenser, Medpac x10, Nilar Field Cauterizer, Portable Repulsor-Stretcher, Pressure Cuffs, Replar Splint x3, Sluissi Gravidic Pressure Bandage x3, Sterile Heating Cloth, SyntheCure Plasto-Cast x6, Trauma Kit x6, Universal Plasma Fluid Sacks x2
  23. Customized Survival Pack: Adventure Hiker & Hunter DuraShelter, Adventure Hiker & Hunter Ration Pack x14, BlasTech DL-68 Cutting Blaster, Breath mask w/ 12 replacement filters, Cryoncorp EnhanceScan, Glowrod, Hydroextractor, Lardanis Survival Systems MFCR-200 Power Generator, Macrobinoculars, Medpac x4, Multi-purpose knife, Portable heating unit, Saladar Systems Solo Strobe, Survival Gear Water Jug Filter x2, Synthrope Dispenser with Syntherope (100m), both grappling hook types, Thermal flares x2, Zentarian Kick-Axe
  24. Microthrust Portable: 1D Power, 20D Memory with database [(A) Alien Biology 5D, First Aid 5D, Humanoid Biology 5D, (A) Medicine 5D]
  25. Black Leather Utility Belt: A99 Aquata breather, Concentrated rations, Glowrod, Medpac, Multi-purpose knife, Syntherope dispenser 10m w/ both grapple types, Tool kit
  26. Glareshades: -2D to resist bright flashes of light and flares
  27. An Idiots Guide to Being Scum:
  28. Drinks:
    -Alderaanian Ale x1 case
    -Alderaan Brandy x4 bottles
    -Alderaan Ruge x4 bottles
    -Alderaan Wine x4 bottles
    -Anarian Rum x4 bottles
    -Calamari Ale x1 case
    -Corellian Ale x1 case
    -Corellian Brandy x4 bottles
    -Corellian Rum x4 bottles
    -Corellian Whiskey x4 bottles
    -Corellian XX x4 bottles
    -Fermented Fungus Ale x1 case
    -Isonian Rum x4 bottles
    -Renian Rum x4 bottles
    -Vinta Harvest Ale x 1 case
Perfect Adegan Crystal
Game Effects: 6D Blade damage; +2D to hit, damage, and parrying/deflecting; +2D to all force powers/skills (if Force Sensitive, if not then the GM will choose the skill it bonus's for the character); 1 x per adventure a free FP can be spent (without the ability to gain more); superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.

Kody's Lightsaber
Model: Custom-made and hand crafted by Kody Sarin
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Body: 2D
Body Material: [GM: coming soon]
Damage: 16D and Difficult willpower role or become stunned (4D+1 combined average normal blade damage) (+2D PrC Damage) (+5D+2 to hit) (+10D for purposes of parrying/deflecting attacks) (+4D+1 to all force skills) (+4D+1 to resist directed force attacks) (+3 to critical hit chance and damage)

Crystals:
Mephite Upari Crystal: Yellow Color; 4D Blade damage; +2D+1 for purposes of parrying/deflecting; +2D+1 to all force powers/skills; +2D+1 to resist directed force attacks
Perfect Velmorite Crystal: 3D Blade damage; +3D+2 to hit, damage and for purposes of parrying
Perfect Sigil Crystal: 6D Blade damage; +4D damage; Difficult Difficulty willpower role or become stunned because of the constant searing pain effect

Notes:
Advanced Dueling Lens: +2D for purposes of deflecting; finely tunes the blade for complete control where dueling and blaster shot deflection is needed
Advanced Fencing Emitter: +2D for purposes of parrying; most suitable for parrying hand-to-hand attacks
Superior Discharge Energy Cell: +3 to critical hit chance and damage
+2D Force Imbued/Attuned Construction Bonus (already included in stats above)

Kody Sarin's Lightsaber

Bio-Organic Chip:
Surgically installed at the base of the skull and spin; while active provides: (As*) Technology: Federation: 1D; (As*) Technology: Gravimetric: 1D; (As*) Technology: Organic: 1D. If programmed, these skills can be increased to a maximum of 3D via character point expenditure and then maintained as character owned not chip granted. If not programmed, then the chip only provides the listed and the skills cannot be raised or owned by the character.

Zentarian CXR-15 Combat Armor
Protection: +2D/+1D/-2
Helmet:
  HUD System: Adds +1D to hit
  IR Sensor: Adds +1D to Sensor skill to detect heat sources
  Internal Air Supply: Lasts up to 20 minutes
  Breath Mask: Filter lasts for 30 hours



Theed Arms S5 Heavy Blaster Pistol
Model: Naboo Royal Guard Ascension Pistol
Scale: Character
Skill: Blaster: Heavy Blaster Pistol
Cost: Unavailable, not made or sold anymore
Body: 2D
Body Material: [GM: coming soon]
Availability: X
Ammo: 25
Range: 2-6/20/40
Damage: 7D+2
Notes: Pure Rylith Power Cell (+3D+2 damage). The S-5 heavy blaster pistol was a versatile weapon with a heavy wooden gripstock and twin scopes for sighting and rangefinding. Unlike most handheld blaster weapons, the S-5 fired green blaster bolts, similar to the Model Q2 hold-out blaster pistol. The S-5 also featured a dart launcher underneath the main barrel, able to fire either an anesthetic microdart, a sting charge, or a grappling hook tip. The latter was used in conjunction with a liquid-cable shooter attachment; a quick customization that turned the S-5 pistol into a durable ascension gun (as an ascension gun, the S-5's liquid-cable could hold up to 500 kilograms). The cable reservoir held enough liquid to form twenty meters of cable, and the spike launcher itself cost around 50 Republic Credits around the time of the Invasion of Naboo.



Phased Plasma Gun
Model: Auricon PPG Pistol
Scale: Character
Body: 2D
Body Material: [GM: coming soon]
Weight: 1 kg
Skill: Blaster: PPG Pistol
Ammo: 4 per cap (clip)
Cost: Unavailable
Availability: X
Range: 2-6 / 20 / 40
Damage: 10D+2; both kinetic and energy
Notes: A PPG Pistol (an acronym for Phased Plasma Gun) is a type of weapon that fires a bolt of energized, super-heated helium sheathed in an electromagnetic field and propelled by an opposed magnetic field. On impact, the plasma bolt dissipates and discharges its thermal and kinetic energy. The pistol can support a removable sight (+1D to hit if aiming)

Denn'Bok
Name: Denn'Bok
Model: Anla'Shok Melee Weapon
Scale: Character
Body: 5D
Body Material: [GM: coming soon]
Weight: 1 kg
Skill: Melee Combat: Denn'Bok
Cost: Unavailable
Availability: X
Damage: STR + 3D
Notes: collapsible staff weapon with a Cortosis weave



Guardian Holographic Armor
Custom made solid holographic armor technologies coupled with fed and ancient tech; smart device system incorporated.
Model: Isil-zha Holographic Armor System
Type: Personal Combat Armor system
Scale: Character
Body: 2D
Body Material: [GM: coming soon]
Game effects: see below
Suit: see below
Description: This highly advanced holographic armor system is comprised of a body glove (treat as: Kamperdine Clothing Specialists CSC-5000 Body Glove, and is comprised of an Armorweave underlay that reduces 20% of all energy damage), gauntlets and a utility belt.

The utility belt contains a Mk IV Super Stable Artificial Quantum Singularity (SSAQS) power containment unit that efficiently provides unlimited power to the suit. The utility Belt also holds many standard tools for combat or mission variable.

The gauntlets provide user interface tools for: suit controls; communications; similar function features of a TerexComm Gauntlet-Computer Combo Model (with all available model features); an Isil-zha AI autopilot integrated system(see below); a Portable computer workstation; a computer interface; communications link-up (treat as a Computer System with a Microthrust Portable and three I/O ports Capabilities: Power: 7D, Memory: 24D); and also combines the best elements of a COM link, holonet capable computer, and digital holocam.

Autopilot: This armor has a sentient artificial intelligence computer controlling it. Most users give nick-names to the AI for simplicity (such as HAL, DAVE, MOTHER, GUARDIAN, etc.…). This computer should be considered to be a powerful neural intelligence. The AI can be given voice commands to perform tasks that the armor system is capable of doing. The user must use the Command skill to decide how many actions the AI can perform, much like commanding troops or NPCs.
  • In game terms: This computer can perform solo skills at 100%; has up to 10 attacks per round; has +7D to hit; +4D+1 to dodge/evade; and +1D+1 to initiative (these include all bonuses). If assisting the user, the user receives the following combat bonuses: +1D to initiative; +1D+2 to hit; +1D+2 to dodge/evade.
    • Mode 1: standard: Non-operational; the system is on standby and can be worn under normal clothes/uniforms.
    • Mode 2: Basic armor; with or without a helmet.
      Total coverage: +5D vs. Physical & Energy Weapons and ignores special damage modifiers or appliers; no dex penalties'.
      Long Range Comm. System: 750 km range in atmosphere; Allows use of "beckon call" system, and the ability to patch into most ships communication Systems.
      Radiation Shielding: Ability to withstand up to 8 hours in soft radiation and up to 90 minutes in hard radiation.
      EMP/Surge Protection: 36 rounds.
      With the helmet feature activated: the inside of the helmet provides a HUD where the full communications array features are provided via voice command; external voice can be turned on via the gauntlet interface or voice command. +2D Perception in darkness or smoke and also protects user vs. blinding or flash damage. Also provides Breath mask/air filtration system (no time limit).
    • Mode 3: Advanced/Full armor; with helmet and all features are online initially.
      Everything in Mode 2, plus:
      Fed holographic stealth capabilities: perfectly bending light around the suit completely, effectively making the user invisible coupled with sound dampening systems (providing +8D to stealth);
      Macro-binoculars: +3D to Search for objects up to 600 meters away;
      HUD now includes a Rear-View Tactical Display Screen (RVTDS);
      Fully Sealed Enviro System: 12 hours LOX/Air Filtration System; 1800 meter (4400 ft.) maximum crush depth in water.

Droid Companion



Background: Class of Droids used by the Isil-zha. For more information ask GM.
Physical Description: Self-explanatory
Personality: Completely loyal to the Isil-zha, the Anla'Shok and their owner (Kody).
Objective(s): Known only to him (and the GM of course)
Quotes: "Sentient, would you care for a strategic game or would you require my assistance in training?" "You have been warned... ENGAGING LETHAL MODE!" "Another game of Sabacc?"

Template: Personal Droid (Heavily Modified Targeting Droid)
Droid Name: Ash
Gender: Male programming
Species: Droid
Age: N/A
Height: .4 m in diameter
Weight: 34kg
Force Sensitive: No
Force Points: 0
Dark Side Points: 0
Character Points: 20
Extra Character Points: 0
Move: 20 (uses Fed Tech anti-gravity for constant flight/hovering)

Dexterity 4D: Acrobatics 7D+2, (s) Armor Weapons: Droid 9D, Blaster 9D, Dodge 9D+2, Melee Combat 5D+2, (A) Sniper 2D
Perception 4D: Bargain 5D, Command 5D, Con 7D, Forgery 9D, Gambling 7D, Hide 7D+2, Investigation 7D+1, Persuasion 9D+2, Search 9D+2, Sneak 7D+2
Strength 8D: Brawling Combat 9D+2, Flight 7D+2, Stamina 8D+1
Knowledge 6D: (A) Alien Biology 2, Alien Species 7D, Art 7D, Biochemistry 7D, Bureaucracy 7D, Business 7D, (s) Business: FTRON 7D, Business Administration 7D, Culinary Arts 7D, Cultures 9D+2, Earth Science 7D, Ecology 7D, Filing Systems 7D, (A) Galactography 2D, Genetics 7D, Home Economics 7D, Humanoid Biology 12D, Intimidation 7D, Languages 15D+1, Law Enforcement 7D, (A) Linguistics 2D, Market Analysis 7D, Planetary Systems 9D+1, Politics 7D, Scholar 12D+2, (s) Scholar: Jedi Lore 15D, (s) Scholar: History 12D, (s) Scholar: Martial Art Forms/Techniques 7D, Streetwise 5D, Survival 12D+2, Tactics 7D, (s) Tactics: Bodyguard 7D+2, (s) Tactics: Capital Ships 7D+2, (s) Tactics: Martial Arts 7D+2, (s) Tactics: Starfighters 7D+2, (s) Tactics: Planetary Defense 7D+2, Technology 12D, (As*) Technology: Federation 10D+1, (As*) Technology: Gravimetric 10D+2, (As*) Technology: Organic 10D+2, Value 7D, Willpower 12D
Mechanical 4D: Astrogation 7D+1, Capital Ship Gunnery 7D, Capital Ship Piloting 7D, Capital Ship Shields 7D, Communications 9D, Computer Ops 15D, Sensors 12D+1, Space Transports 7D+2, Starfighter Piloting 10D, (s) Starfighter Piloting: Jedi Starfighter 10D+1, Starship Gunnery 11D, Starship Shields 11D, (As*) Transporter Ops 7D, Vehicle Weapons 7D
Technical 4D: Armor Repair 7D, (s) Armor Repair: Jedi 7D+2, Blaster Repair 7D, Capital Ship Repair 9D+2, Capital Ship Weapon Repair 9D+2, Computer Program/Repair 15D+2, Demolition 7D, Droid Programming 9D+2, Droid Repair 12D+2, Encryption 12D, (As) Engineering: Capital Ship 2D, (As) Engineering: Starfighter 2D, (As) Engineering: Space Transports 2D, (As) Engineering: Lightsaber 2D. (As) Engineering: Computer 2D, (As) Engineering: Droid 2D, Firearms Repair 7D, First Aid 7D, Ground Vehicle Repair 7D, Hover Vehicle Repair 7D, Lightsaber Repair 12D+2, Nautical Craft Repair 7D, Prosthetic Repair 7D, Repulsorlift Repair 7D, Security 15D, Space Transports Repair 12D+2, Starfighter Repair 12D+2, Starship Weapon Repair 12D+2, Transporter Repair 9D

Talents:

Varies (GM's discretion)

Innate Abilities:

Ambidextrous: You are equally proficient in performing tasks with your left or right hand. The character no longer suffers a penalty to skill rolls when using their offhand. This does NOT mean using both hands simultaneously; that falls under Ambidexterity.
Appraisal: The character can evaluate within a 20% margin the cost of an item after inspecting it
Eidetic Memory: On an Easy Knowledge roll the character is able to recall images, sounds or objects with a very high degree of accuracy. Notes: This Innate Ability does not give character a perfect recall of all events. The range is 60% up to 90% depending on the memory and the senses involved.
Internal Clock: On an Easy Perception roll the character can determine the time with a 5-10 minute margin of error. Notes: The character needs to have some form of reference point once in a new location with a different time zone and knowledge of the local length of day.
Internal Compass: On an Easy Perception roll the character can determine the direction of north with a 5-10% margin of error.
Lightning Reflexes: The character adds +2 to Perception for all initiative rolls.
Lip-Read: On a Moderate Perception roll the character can lip-read what another being is saying. Notes: The being must be of the same species as the character as well as be able to see the being's lips move and speak the same language that is being used. However, additional species and languages may be added, up to a maximum of 3 each (start of campaign only), for an extra 4 CPs per species and 5 CPs per language. Also, the language must already be known and the skill of Alien Species must be at least 5D. There are certain languages that cannot be understood in this manner and will not be allowed.
Quick Draw: The character may draw and use a single handheld weapon as one action. Drawing the weapon does not count towards the total number of actions for the round.
Quick Learner: When learning new skills, the character advances two pips above the attribute rather than the usual one pip. Notes: The cost in character points is the same as advancing one pip and time is reduced by at least one day.
Regenerate: If the character is recovering from injuries through natural healing all resting times are quartered due to nanite repair system, e.g. a wounded character can make a roll to heal after 14 hours of rest.
Stubborn: If someone (including an ally) attempts to Bargain, Con or Persuade the character, add a +5 modifier to the difficulty. In addition, the character adds +1D to all Willpower rolls. Notes: The bonus to Willpower rolls does not increase the skill itself and, therefore, when advancing the skill do not factor in the bonus when determining character points to be spent.
Stun Resistance: It is much more difficult to stun this character. Add +1D to Strength rolls to resist all Stun damage.
Ventriloquist: On a difficult Con roll the character can throw their voice. Notes: Normal Con modifiers apply.
Veteran Under Fire: Suppression fire shots have a difficulty value of Very Difficult rather than Difficult against someone with this ability

Equipment:

All internal, see below.

Shell/Hull: Made from Tritainium and reinforced with a Hull Integrity Field (both Fed Tech). This has already been added into his strength rating.
Shields: Has a built-in shielding system (Fed Tech). While active has a shield rating of 3D walker scale. When his shields are up, he cannot attack.
Power Supply: Has a Fed Tech Micro-Power Plant (similar to a sub-space engine).
Replicator (arms): Can replicate any "arm" needed to facilitate or help in whatever task he is working on; i.e. power saw, cutting torch, light, computer interface, etc. He can only replicate up to 2 tools at one time.
Communications System: An internal Fed Tech sub-space communications system. Range is restricted to inner solar system. All the various features installed. He also has a vocabulator so he can actually speak with others.
Holoprojector: Can project Holographic images (Fed Tech) for communication or for distraction purposes. If combined with his Shield system, can be used for stealth modes (he will be "cloaked" but only truly be able to blend in with his surroundings). If used in this fashion, his shields are non-protective.
CPU: Homer Class droids have a very advanced micro-positronic computer core (Fed Tech).
Healing: Homer Class droids have Nanites that repair them when it is needed.

Weapons:

Stun Ray
Type: Training Stun Ray
Scale: Character
Skill: Armor/Droid Weapons
Cost: N/A
Availability: X
Range: 2-6/20/40
Damage: 1-10D (stun damage only)
Notes: There are various settings and difficulties.
Personal Linear Phaser Array
Model: Built-in Personal Phaser
Scale: Character
Skill: Armor/Droid Weapons
Cost: N/A
Availability: X
Damage: 1-10D
Notes: Fed Tech Phaser Array system; various settings depending on need.


GM Note: Kody has a Death Override. Meaning, if he gets killed, he will be brought back to life, fully healed, one time.